Page 173 of 177
Posted: 01 Oct 2006, 17:42
by Caydr
I'm guessing the two new structures are replacing the Hyper radar?
I don't like simplistic escalation like that. L1 > L2 > L3, all doing the same thing... that's boring.
While they are detection units, their function has not been guessed yet

Posted: 01 Oct 2006, 17:47
by Machiosabre
hmmmm.... maybe they're anti-jamming?
Posted: 01 Oct 2006, 18:08
by Andreask
Maybe they have a huge detection radius, within which they detect enemy jammers and radars, for you to kill.
Posted: 01 Oct 2006, 18:08
by Caydr
bla
Posted: 01 Oct 2006, 18:44
by BigSteve
Minefield detection / clearance ? best I could come up with
Posted: 01 Oct 2006, 18:57
by LordMatt
Are those units in the latest beta?
Posted: 01 Oct 2006, 19:00
by Helix
just tested the forge variant, and the arm lvl1 forge doesn't have a buildmenu. only commands.
Posted: 01 Oct 2006, 19:07
by esteroth12
rattle wrote:Yeah. When an enemy unit is in range it displays red pings where the enemy unit is SUPPOSED to be, so it's not a 100% accurate but you'll get the idea. It's a neat little feature which most certainly will draw your attention. Combine the seismic detector with a null weapon which plays a sound everytime it fires and you've got yourself an early warning system.
No wait. Weapons need LOS. Forget that.

no they dont! you could make it a VLaunch rocket with a null model and 0 damage
Posted: 01 Oct 2006, 19:35
by Noruas
I think Anti Air should target land units if they are turned off, and when they are on, they attack air.
Posted: 01 Oct 2006, 20:57
by Foxomaniac
Caydr wrote:Das Bruce wrote:Neuralize wrote:
Just like every other AA unit

They're all pretty ugly too.

I hear Core is looking for a fashion designer ever since the commander's skirt was voted off the island. You seem to be just the type, bruce, why not apply?
Oh snap, and I'm the one who's always been telling people "THE CORE COMM IS WEARING A KILT/SKIRT".
=P.
Posted: 01 Oct 2006, 21:02
by Snipawolf
Noruas wrote:I think Anti Air should target land units if they are turned off, and when they are on, they attack air.
Shuddup! Stop Stealing the ideas from my mod! (Seriously, that is gunna be in my mod....)
Posted: 01 Oct 2006, 21:29
by Caydr
I'm going to make a variety of structures in 2.2 no longer flatten the ground beneath them. Here's the list I have so far:
Dragon's teeth/eyes, mines, extractors, geothermals, fort walls no
longer flatten the ground beneath themselves when built
The idea is to reduce the exploit of building DT on a hill to make it flat, then an LLT or whatever on the flattened ground. Also make it more difficult to detect where things like dragon eyes, or common targets like metal extractors have been placed.
Would anyone like to suggest other structures to have this change?
Posted: 01 Oct 2006, 21:39
by Machiosabre
I saw a heavy mine(being built) deform ground today, 1st time I've seen it happen but it obviously shouldn't.
Posted: 01 Oct 2006, 21:40
by Caydr
Helix wrote:just tested the forge variant, and the arm lvl1 forge doesn't have a buildmenu. only commands.
This appears to be something to do with the engine... I'll report it.
Posted: 01 Oct 2006, 22:17
by Neddie
May I note that explosions should cause terrain deformation, as should, in my opinion, artillery. It's really stupid to have your mines go off leaving a damn scorch mark and nothing else.
Terrain deformation is not something to avoid in Spring, it is something to embrace! Just one change to the land can change the whole game, and with a mod like AA there are enough specialized units where it doesn't become a handicap!
Posted: 01 Oct 2006, 22:38
by Caydr
AA is based on OTA first, coolness and everything else comes second.
Having only the most powerful weapons leave craters gives them a real epic feeling... if every weapon has the power to deform the terrain, it becomes just another pretty thing. Rather than being a complement to gameplay, it is just same-old-same-old, not to mention exploitable.
A delicious cheeseburger is a treat for anyone. If you had to eat them every day for the rest of your life, eventually you'd grow to hate them through. Variety is the spice of life. I can go on all day with these meaningless expressions if you like
~~~
Ocrapocrapocrap. Looks like I've got some rushing to do... .73 is imminent. Got anything to say, do it NOW.
Posted: 01 Oct 2006, 22:51
by esteroth12
then at least give us a high ground-deform mine with no damage! we need our trench diggers! (or do they still deform on explosion?)
Posted: 01 Oct 2006, 22:53
by Caydr
That's the very exploit I was trying to fix. A moat is cool and all... but sucks for gameplay pretty much.
Posted: 01 Oct 2006, 22:55
by Machiosabre
I meant heavy mines deform ground sometimes when you build them on a slope, not when they explode btw
Posted: 01 Oct 2006, 22:56
by FireCrack
Caydr wrote:
Having only the most powerful weapons leave craters gives them a real epic feeling... if every weapon has the power to deform the terrain, it becomes just another pretty thing. Rather than being a complement to gameplay, it is just same-old-same-old, not to mention exploitable.
In my book, the most powerfull weapons includes huge artillery guns...
Regardless, there's no reason that most weapons shouldnt deform terrain...